The night is dark and full of terrors. As we wade through the myriad of tabletop wargame systems, styles and approaches we inevitably find things we like, love, and hate. Does Star Wars Legion have all of the answers we are looking for? Will it fill more than just the Star Wars IP niche in the hobby? Can it deliver what we are looking for?These big picture questions, in order to be answered, need to be defined. What do we need from a wargame? What do we need from our miniatures hobby? Do we even know? We spend a lot of time talking about what we like and hate about various games, but do we know what we want? As with most aspects of life we have a general idea of what we ‘want’, though we have the general inability to articulate this. Do we really want balance? Is balance even achievable? What would balance look like? These are questions that need to be asked, and more importantly they need to be defined. Star Wars: Legion looks to be a deep game that is easy to learn and play but difficult to master. The upgrade system looks to be less cumbersome than its brothers in the genre, X-wing and Armada. And the system looks smoother than 40k. The truth of these statements will become evident not only as the game launches but as it gets thousands of eyes on it. Once this happens the strengths and weaknesses of the game will become apparent. We hope that there are more strengths than weaknesses, obviously. But what is a strength and what is a weakness? Many of these questions are very hard to answer. I would be a big name game designer if I knew all of the answers right? But we know that playtime is important, but does a quicker game hold more importance than full rules for unique interactions? Does absolute balance trump a better feel for models on the table? Would we rather have rules and not need them or have need of the rule and not have them? The truth is none of us really know, we just know that we don’t have exactly what we want, yet. ​